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anti-semitism the merchant of venice
anti-semitism the merchant of venice
antisemitism in the merchant of venice
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Anti-Semitism in"The Merchant of Venice"
Anti-Semitism in "The Merchant of Venice" Throughout the play, "The Merchant of Venice" William Shakespeare portrays anti-Semitism through many of his characters. Audiences today may interpret the play to be offensive, where as people of Shakespeare’s time would have accepted the play as part of everyday life. The majority of London’s population at the time was anti-Semitic because there were very few Jews living there.
Shakespeare’s "The Merchant of Venice" supports anti-Semitism actions and thoughts and therefore it is an anti- Semitic play. Anti- Semitism is demonstrated very strongly through the character of Antonio. It is clear that Antonio is prejudice towards Jews.
Shylock confronts Antonio for spitting on his gabardine, calling him a ‘dog’, and scolding him in the Rialto about his moneys. Antonio replies with, "I am like to call thee so again, To spet on thee again, to spurn thee, too"(1.3.140-141). Antonio does not deny his actions and instead of apologizing he says he will do them again. He does not hold back his feelings for Shylock and in a broad sense his feelings toward Jews. In the second act, Launcelot is debating whether or not he should seek a new employer. His problem is that he works for Shylock, who is Jewish. Launcelot thinks to himself, "Certainly the Jew is the very devil incarnation" (2.2.24). Eventually, he decides to run away from Shylock rather than continue working for a Jew. He then presents the argument, "I am a Jew if I serve the Jew any longer" (2.2.104) to his father. Before accepting the new job, Antonio discusses the matter with his father and reminds himself that Bassanio is much poorer than Shylock, but that he would much rather work for a Christian than a Jew. Lorenzo harshly insults Shylock when he tells Jessica that if her father ever makes it to heaven, it is only because Jessica converted to Christianity and that is portrayed through the line, "If e’er the Jew her father come to heaven, It will be for his gentle daughter’s sake" (2.4.36-7). Lorenzo describes Jessica using the word gentle. The word gentle in Shakespeare’s time can also be pronounced gentile which means against Judaism. In this quote and later on in the play through the line, "Our house is hell, and the, a merry devil"(2.3.2-3), Shakespeare is informing the reader that Jessica dislikes her father and that the house she has lived in with him is hell.
According to Aviv Weinstein (2010), from the American Journal of Drug and Alcohol Abuse, “Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life” (p. 1). A survey done to measure the negative relationship between video games and addiction involved kids from the age of 13 to 17 (Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R., 2014). To no surprise, there was a relationship between depression, low academic achievement, conduct problems
Before we can begin to understand how video games affect student success, there must first be an understanding in what constitutes as problem gaming, or an addiction to video games. According to the article ‘Recognizing problem video game use’ the authors point out that these games often provide an alternative or way to escape everyday life and for some people being able to disappear into an alternate reality is worth the consequences associated with avoiding real-life socialization and responsibilities (Porter, Starcevic, Berle, & French, 2010) . According to their study, the criteria for problem use are characteristics such as having a strong need to play, playing when one knows they shouldn’t, playing for extended hours, interference with social activities and responsibilities, lack of sleep, physical pains as well as in increased consumption of caffeine most often endorsed by 70% of participant’s who reported problem game use (Porter, Starcevic, Berle, & French, 2010). Many mental health professionals have responded by suggesting that video game/internet addiction should be formally ...
"Today, in the United States, 91% of children between the ages of 2 and 17 play videogames, and a nationally representative study of U.S. teenagers found that up to 99% of boys and 94% of girls play these games" (Granic, Label and Engels 1). Video games have become virtually ubiquitous, belonging to almost every single modern day family. The market’s popularity, as well as its disapproval, has increased dramatically ever since they were invented. Many critics have been arguing for the past couple decades or so that these electronic games have destroyed the lives of children by making them sedentary and obese. However, recent studies support that video games are not harming children, but in fact are providing them with several benefits that they can incorporate in their everyday lives. Improvements have been found in cognition, social behaviors, emotional well-being, and many other areas that are necessary for a child’s growth and success. All children should use video games as an essential tool to make their worlds easier and more understandable.
“The Merchant of Venice” is one of William Shakespeare’s most complex and controversial stage plays. “The Merchant of Venice” is a comedic, tragedy that enveloped everything that an audience wants to experience. From love to hate, justice to revenge “The Merchant of Venice” has it all. William Shakespeare focused many themes that were controversial in society during his time and some that are still controversial in society. This essay will focus on analyzing and connecting the major theme of 16th century anti-Semitism to underplayed racism and anti-Islamic ideas of today’s society.
Have you ever asked yourselves why males and females are described the way they are in today’s society? Why do such views of “active” males and “passive” females continue to dominate in the most industrialized nations? All of these are questions that deal with how the physical body is socially constructed and in what way do the social structures continue to shape them. To investigate these questions, the article “The Body As a Social Construction” is summoned for discussion and further analysis from the various sociological perspectives.
It is so important for people to recognize how Jews were portrayed during Shakespeare’s life so that historic events such as the holocaust do not repeat themselves. Teachers who plan on presenting their students with The Merchant of Venice should also present them with articles explaining how Jews received their negative stereotype and explain to them that Jews are not as evil as Shylock. The play can still be useful as a high school reading experience only if taught correctly, in a manner that avoids Jews being insulted and non-Jews getting a completely flawed idea about Jews. Although comedic during the 16th century, The Merchant of Venice can no longer be viewed as a comedy in the 21st century due to the diversity of people and general acceptance of their cultures throughout the United States.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Highly scrutinized, the body is a potent display of the commitments, norms, and standards of one’s culture (Bordo 2017: 78), which encompasses the learned behaviours and
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
Video Games have been accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
Nesbitt, E. (2002). The body in Sikh religion. In S. Coakley (Eds.), Religion and the Body (pp. 289-305). UK: Cambridge, Cambridge University Press.
Defeating the enemy, light-heartedness, and a happy ending for the lovers are all elements in a comedic play. William Shakespeare’s The Merchant of Venice shows that love conquers all and that you can always defeat the enemy. Even if a pound of flesh is the difference between life and death, or if one wrong person chooses the casket that decides your fate. For example, The Merchant of Venice, Antonio, not only survives the fate of having a pound of his flesh taken from his body on account of his friend that could not repay the bond to a man who is seen as the devil, but gets thrice his money back and the villain is taken down. Not to mention that Antonio’s best friend, Bassanio, not only repays the bond and gets out of his debt to help his friend, but also marries himself a rich wife. In contrast, Portia, who was bound by her dead father to marry a man whom she could never love, cheated her fate and married the man she truly loved. What makes this play a comedy is clearly evident; the villain is defeated and destroyed, and happy endings are given to those that deserve them like the Christians.
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions